Give tron something. Her vanilla jump H would be awesome. Make her drill safe on block. I don't know much about frame data and such, but something needs to be done about her ground normals, they're all pretty awful. Fix her Servbot Takeout hyper. As of now you can't xfactor or dhc out of it after the first few frames on whiff. Honestly I don't know what she needs, just something to make her viable at least...

Dante
-Vanilla Hammer. I have never touched Dante, but I didn't see an issue with it in vanilla

.

Welp.

He doesn't need acid rain and vanilla hammer. Ultimate hammer + acid rain is good enough. Acid rain is pretty much like having an assist rain small beams all over Dante's body. Stops 8 way air dashes and meteor smashes and pretty much every durpy thing from the ground or air that isn't projectile or attack invincible.

Vanilla hammer could only be regularly punished without using XF with perfectly timed air throws which were impossible to do practically unless the opponent was doing it the entire match. It makes Vergil's helm breaker look fair especially since he could get full combos off the hard knockdown that killed.

I don't normally talk about this kinda stuff, but here's my Felicia input:

+Sand Splash super would be nice to have back: OTG properties and high durability should do the trick. Best used after an air combo and you are too far to OTG afterwards
+Give her toy touch hitstun back so the self-otg into jump cancel buckler slide combos work again thus making Dancing Flash not obsolete if Sand Splash super was put back as the go-to super in the game
+ An air dash

That would definitely help her out a lot, but you know me: I'm fine with her the way she is.

Follow @CrispyTacoz for updates on NorCal tournaments and new video news!
UMvC3: Any team with Felicia in it.
KOFXIII: Terry/K'/Iori, Kula/Mature/Yuri
Injustice: Catwoamn/Cyborg/Green "YOLO" Lantern

People just need slight adjustments where they are weak like Storm buildinb a bar for added damage or Hsien Ko & Arthur being able to move faster or eliminating unnecessary stuff like gold armor hard ko .
a realistic nerf to Vergil is getting rid of round trip glitch cause that was obviously unintentional.

People also dont play optimal teams or explore team composition enough to see what characters actually need.
How many Ghost Rider players have execution or attempt to play him with Dante?
or
Iron Fist goes well with Chun Li leg kicks so he can run high/low/throw as they come outa blockstun.

Heck people still dont see why Dr Strange is top 2 like I do ... which is why he needs no buffs.

Damage in this game is already high so characters die off a hit or DHC. Everybody doesn't need to be Magneto level. lol

In a perfect world, these would be all the buffs Strange would be getting.
+ An airdash of some sort, could even be 8-way but with acceleration like Nova's or Iron Man's
+ Reduced startup on Flight
+ Increased range on cr.L OR make it hit low in conjunction with airdash to (finally) have an actual high-low game
+ Better tracking on level 1/2/3 Flames of the Faltine
+ Add VERY slight advantage to Mystic Sword L OR increase hitbox to hit crouching small characters so he gets a good solo blockstring
+ Increased forward/backward dash speed
+ Increased durability on Eye of Agamotto

But alas, he will probably only get the airdash buff (if at all) and couple of other useless things. I am also very wary about the scrubs whining about his damage and meter build. To that, I say...

DO NOT, for the love of the Vishanti, touch Impact Palm and level 0 Flames of the Faltine. They are my bread and butter, do NOT f*** 'em up. That's where he gets all his damage and meter build that you actually have to have the execution (and setup) to do. And it's only the truly optimized stuff where it gets to extreme cases like 1.25m and +3 bars positive with 2 assists.

-Dormammu:
+ Air Dash on Hit(similar to Doom)
+Release spells in midair without teleport(will only effect if on same level or higher, activation charge L will tp to ground, M charge will stay on level)
-Reduce Chip on Stalking Flame/Chaotic Flame in X-Factor
-Level 3 can no longer be followed up with liberation and super

They're 15 frame right now, that's the aboslutely smallest time window that can be considered reactable at all. 30f break window would be better. That's long enough that you desrve to be infnited if you miss it. That is, unless we can just have TACs simply cause hard knockdown and do nothing other than safe tag to finish air combos without sacrificing red health.

Will post or edit more in later work picked up the moment I started typing.

I've mained this guy since day one of Marvel and I'm gonna say that as much as I complain about Firebrand's damage. He does not need any sort of Damage buff.
Looking at the priority of Bon Voyage and Firebrand's godlike neutral is a testament that he was designed to open people up and then pass the person along to someone else for a kill. His "sickly-little-girl" damage output is the only thing keeping him from not being broken.

Still, Firebrand could have better solo mix-ups. Just in case he has to fend for himself without assists.
I think having a very fast flight and a horizontal (1-way) air-dash would solidify Firebrand.

They're 15 frame right now, that's the aboslutely smallest time window that can be considered reactable at all. 30f break window would be better. That's long enough that you desrve to be infnited if you miss it. That is, unless we can just have TACs simply cause hard knockdown and do nothing other than safe tag to finish air combos without sacrificing red health.

Will post or edit more in later work picked up the moment I started typing.

Like these so far.
Do you accidently throw out Darkness Illusion as well? xD

I've mained this guy since day one of Marvel and I'm gonna say that as much as I complain about Firebrand's damage. He does not need any sort of Damage buff.
Looking at the priority of Bon Voyage and Firebrand's godlike neutral is a testament that he was designed to open people up and then pass the person along to someone else for a kill. His "sickly-little-girl" damage output is the only thing keeping him from not being broken.

Still, Firebrand could have better solo mix-ups. Just in case he has to fend for himself without assists.
I think having a very fast flight and a horizontal (1-way) air-dash would solidify Firebrand.

That's what air QCB M is for.

PSN: TheVeldt;; Viewtiful Joe/Doctor Strange/Sentinel

0·

MysticRayMashes Dive Kick Until It Works.Joined: August 2011Posts: 4,732✭

I think with just these 3 buffs, Iron Man would be a good character yet not to the point where it seems too much. The only thing that I really wish for him that may seem borderline ridiculous would be replacing the angled Proton Cannon to something similar to that of War Destroyer; a la War Machine in both MvC and MvC2.

- AA Command Throw and Ground Command Throw. Make AA command throw similar to Haggar's.
- Make cr.l a low and buff the range
- Allow Chi to be cancelled into Rekkas
- Slightly more hitstun on air normals (Or at least S) to allow for consistent normal jump height conversions
- Allow Dragon Fang to be executed off a wall jump

Strider still sucks.

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Black Belt JonesMan, you come right out of a comic book!Joined: December 2012Posts: 329✭✭✭

I think with just these 3 buffs, Iron Man would be a good character yet not to the point where it seems too much. The only thing that I really wish for him that may seem borderline ridiculous would be replacing the angled Proton Cannon to something similar to that of War Destroyer; a la War Machine in both MvC and MvC2.

Niggas get played this the ps4 house, spending dirty money at the 3rd world ho house
Strip club love me cause I trick off stacks...then I rob the bitch, give my money back
Pushin weight off, throwing it up; pills in her mouth, coke in her butt

Make Phoenix Wright's overhead count as airborne after startup so he can't be grabbed out of it.

Keep Nemesis' level 3 as is, but make it a ground AND air grab. He's a monster don't get close to him~ Of course just being able to choose the direction of the level 3 would be cool (LM for ground, MH for air, LH for vertical or hold button post flash if you wanna go overboard). Whiffed ground command grab super canceled into AA level 3 grab etc

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<Insert Name Here>"ZONE ME OUT", I screamed as I selected Magneto on the character select screenJoined: December 2010Posts: 7,135✭✭✭✭✭

Online.Netcode. It's completely inadequate, and would be the worst if it weren't for KOFXIII. When you see two players from the same state... the same area within the same state... a state with better internet infrastructure than a large majority of the US... suffer through game-stopping lag, you know that it isn't completely on us to get off our wireless connections and stop streaming while downloading who knows what.

You've proven with SFxT that you can use good netcode. Do it again. If you are afraid that rollback netcode isn't going to work, then at least give players a choice between rollback and input delay so that they can choose for themselves.

Other small things to boost online: replay channel, online tournament brackets, 'best of' instead of single elimination in a lobby, etc.

System Mechanics.TACs. Do SOMETHING to them that doesn't make them so utterly powerful. The whole concept of a RPS mechanic being a good idea was beyond me to begin with, but I guess it's too late to get rid of them. Get rid of the infinite-causing glitch at least, but that's the bare minimum. The mechanic is far too powerful even without it.

HSD. It favors some characters far greater than others. It doesn't do what it was meant to do, which is to prevent infinites and TODs - it simply creates a built-in stratification. Some characters can't get past 500k+ before it kicks in and drops a combo, while other characters can do 1.3m+ meter neutral before it becomes a factor. Fix it.

Characters.

Spoiler:

Felicia. Give her a wall-cling off of a super jump. This move helped her tremendously in VSav, but it does nothing for her here. While it allowed her to get out of a corner in VSav, it doesn't do that here because an opponent can easily take up all the normal jump area with numerous normals, specials and supers. Not to mention that she has a real tough time against any character currently who possesses the ability to attack the ground from a flying super jump state. This ability would address both of these issues.

Arthur. Sorely needs both a forward dash and a back dash. Simply giving him the ability to 'hop' back and forth would do wonders.

Arthur currently has an awful back throw because it option selects with Cross Sword, also known as the worst move in the game. Either make Cross Sword b+M instead of b+H, or make it a good move. Make it special/super cancellable, make it actually protect him to some extent, make it do some sort of damage, improve recovery, anything.

Finally, Arthur is the only character in the game that has an install super that leaves an already underpowered character even worse off than they originally were after it's finished. At least give him the ability to taunt or do some sort of unique special (A+S?) that will revert Gold Armor back to Silver Armor when he performs it, similar to a Dark Force in VSav. Also, when he is Sans Armor, shouldn't he be infinitely faster than he was before? At least give him average mobility/speed while Sans Armor - sadly, average would be A HUGE IMPROVEMENT for him.

Phoenix Wright. Improve Evidence Gathering Chances. Improve Normals. Give him the ability to use "Get 'em Missile!" while on point.

Hsien-Ko. What is her role? Rush-down? Zoning? Keep Away? Poker? Even Wright has strong enough zoning tools with evidence that he actually HAS a role. None of Hsien-Ko's tools are strong enough aside from her ability to activate Hyper Armor and tag out. Give her SOMETHING.

If she's a zoning character, make her item tosses cyclical rather than 'random' (I know they aren't REALLY random, but they may as well be). Allow her to rapidly toss her items. Make her items do good damage, good hitstun and have more with beneficial effects like stun and poison.

If she's a rush-down character, then allow her to cancel her pendulum mid-animation. Drastically improve her walk, dash and air-dash speed. Make Tenrai Ha an overhead. Improve recovery on Chireitou so that she can actually follow behind it to start an offense.

Or, ya know, you could do both of these things and allow her to actually be somewhat true to her VSav self. And she almost definitely still wouldn't overpower most of the cast.

Haggar. Currently, completely free to zoning. Give Violent Ax L projectile durability. Allow him to move slowly while in Lariat. Allow him to Lariat in the air.

Tron. Bring Vanilla Tron back.

She-Hulk. Bring Vanilla She-Hulk back.

There's more than enough other characters that need changes that I don't know much about (Iron Fist, Iron Man, Thor, Ryu, Chris, Nemesis, Jill, Shuma) but need improvements just as much.

Oh, and... try not to nerf except when absolutely necessary.

Fun stuff.Color Edit. Even if Marvel won't let us color edit their characters, at least let us color edit the Capcom cast. No neon/glowing colors, please.

Magneto's 'DLC' alt. Give us a new one if we can't use that one.

Survival/Time Attack Modes. Perhaps with power ups a la Garou: Mark of the Wolves. I always have fun with these sort of things and I know others do as well. It's not like they are hard to make anyway...

"Comebacks are fine as long as I'm the one doing them. Otherwise, they are evidence of a broken, poorly balanced game and it's all because of poor netcode and in-game lag due to poor port optimization and it was a terrible matchup and they need to patch the game and I should have won that and why does anyone even play this awful, fraud friendly game."

I'm not convinced the problem with Wright is finding evidence. It's more landing the Objection. Maybe give it the same start up as Trial "Hold It?" Would make it easier to combo into.

Give Wright Maya in Trial. Maybe move one of the paper works to DPB. Maybe Missile as an actual move :df:+:h: makes sense.

I don't need infinite Tunabout. But more than 20 seconds would be nice.

Also, make cr.:h: a low in Turnabout. Maybe then he can actually mix people up.

Artificial Intelligence is no match for Natural Stupidity.Freudian Cross-Up: When you block one way but get hit on your mother's side.UMvC3: Phoenix Wright/Frank West/Akuma Haggar/Spencer/Frank West Spencer/Haggar/AkumaSFIV: Zangief Hakan El Fuerte Abel Guile

Nerf Nova's airthrow conversion time. No reason for this dude to whiff his whole moveset and then OTG.

no way, the salt must continue. whiffing moves is nothing compared to a hard tag combo anywhere on screen off both throws

my changes. only for characters I play a lotX-23
+ s.L and c.L blockstun and hitstun slightly increased. this will make confirms easier and make her tick throw game less stupid
+ if done early enough in a combo, she can OTG with qcf+L then link s.M for a full combo. so she can get solo combos off throws and one of her best anti-airs (S)
+ all four throws start combos
+ air qcf+L has the same amount of hitstun but pushes characters down further, faster in that time. wouldn't effect her normal combos that much. if other characters drop faster after getting hit by air qcf+L, they will end up at heights where X-23 can link a really fast ground normal more often. if they are too low, you can pop them up with air L dp first
- x-factor speed boosts are much lower in all three levels
- lvl3 doesn't work on people in blockstun.

Sentinel
+ j.H made significantly faster. 4-5 frames.
+ s.H hitbox buffed
+ pose for drones changed so he does not extend his hitbox by pointing his finger.
+ all hits of hard drive have hard knockdown on them except last one still does spinning knockdown. hitbox buffed so it is more reliable.
+ air rocket punch back to vanilla version
+ command grabs made easier to follow up on midscreen

X-factor gets divided into 4 different kinds:
Offensive X-factor: This is what you get when you X-factor while hitting an enemy or the enemy is blocking a hit of yours, you receive the current speed and damage and scaling increases that X-factor would give in ultimate.
Defensive X-factor: This is what you get when you X-factor while in block stun, negates chip damage gives life regeneration, and increases meter gain.
Neutral X-factor: This is what you get when you X-factor while in a neutral state, you get the bonus damage, speed, scaling, regen and chip negation.
Panic X-factor: This is what you get when you X-factor while in hit stun. You don't have any X-factor duration, but you and your opponent are soft knock downed to opposite sides of the screen. Hits full screen very quickly.

- Full version of the opening cinematic that is curiously missing currently become available along with Vanilla's animated CG movies.
- Heroes and Heralds mode "fixed" to support offline versus
- TAC mechanic revamp: Requires one meter per use of the mechanic, combos done post tag in of next character do not generate any meter for the attacker or the opponent, combos are subject to full hitstun decay after a set number of hits or frames post actual tag. TACs are still subject to a break at the cost of a meter from the defender.
- X-Factor bonuses completely normalized to a set average based on the current cast values of XF2 with duration set to XF1 length; stat bonuses do NOT add multiplicatively, stack where needed.
- Assists cannot be called while tech rolling.
- Throw break animation added, returned to neutral state between two characters a la SF4 throw tech (goodbye BREAKBREAKBRE-- derpy H normal option selects at match start)
- Throw techs can only be done with :f::h: or :b::h:
- Mashing for extra damage during supers removed.
- Replay and hit box viewers added from the Vita version of the game into this update

Dante
+ Minimum scaling on normals and specials brought up to 5% and 10% respectively
+ Hitstun and push back on normals re-evaluated, brought back to near Vanilla levels.
+ Can now air dash and ground dash (2ATK) while holding/charging Multi-Lock

Haggar
+ Gains a Pipe Tomahawk move, hold :l:, :m: or :h: down, trajectory changed with button held. :l: chucks one straight up that comes downward about one Haggar in front of himself, :m: is an arc upward to about mid screen, :h: chucks one fast full screen forward but with decent start-up. Staggers on counter hit, soft knockdown on anti-air.
+ One point of super armor added to Hoodlum Launcher :m: and :h:

She Hulk - Revert to Vanilla version.
Tron - Also revert to Vanilla version, keep Gustaff Flame as is though.
Hsien Ko - Get rid of Rimoukon assist. If that's what holding her back from being decent because she has a derpish assist, then fuck it. Make Rimoukon end if she tags out and done. Now make her actually decent on point, give her a big speed boost specially on her air dash, reduce the scaling on some of her multi hit moves and for the billionth time, make j.S cancel Sempu bu mid air.

"Hey man if I lose to it, I'm pretty sure that makes it braindead." - AceKillah

0·

Rockrobs215Too poor to afford half the games I wantJoined: August 2011Posts: 330✭

First draft of balance suggestions to bring every character up to roughly Magneto-ish levels.

Notes on changes, these are mostly going to be buffs, with only a few nerfs where I feel it gives more characters the opportunity to play. The goal is to prevent characters from having as many aspects that don't work properly against the cast either because they can never get in or because the situations surrounding it are too dangerous.

System adjustments:
TAC break is universally 15 hits at 3K damage each, however comboing afterward is much easier and more stable, make TAC colors reactable.
X-factor gets divided into 4 different kinds:
Offensive X-factor: This is what you get when you X-factor while hitting an enemy or the enemy is blocking a hit of yours, you receive the current speed and damage and scaling increases that X-factor would give in ultimate.
Defensive X-factor: This is what you get when you X-factor while in block stun, negates chip damage gives life regeneration, and increases meter gain.
Neutral X-factor: This is what you get when you X-factor while in a neutral state, you get the bonus damage, speed, scaling, regen and chip negation.
Panic X-factor: This is what you get when you X-factor while in hit stun. You don't have any X-factor duration, but you and your opponent are soft knock downed to opposite sides of the screen. Hits full screen very quickly.

Chris-
+Give him an air 6C like his air 2C, except horizontal.
+Allow him to throw grenades while in the air.
+Make Incendiary grenade an assist over boulder punch.

Chun Li-
+Remove all recovery from Kikoken and increase its durability.
+Increase health to 950K.

Dante-
-Reduce duration of Jam Session very slightly. Primarily for the assist.
+2A start up to 6 frames.
+Dramatically increase speed of Jet Stream horizontal movement for better carry on block, increase block stun, and make the window for both Crazy Dance and Fireworks earlier.
-Reduce thunder bolt base damage and number of hits (should function similarly outside of X-factor because of number of hits, but make it less insane in XF)
+Devil Trigger dramatically increases the window for Fireworks and Crazy Dance, allowing all moves that can be canceled into either to cancel earlier and for longer.
+Devil Trigger returns Acid Rain float to vanilla status (can't be used for meter this way, but becomes way more insane as a tool for setting other things up.)
+Increase Multilock start up, but allow Dante to continue to charge it while he does other things, including block.

Firebrand-
-Reduce block stun on all standing normals.
0 Move hitbox of air B to function better at hitting enemies above him, worse at hitting enemies below him.
0 Dramatically reduce block stun from 623B and make it travel and recover faster.
-Remove meter gain in luminous body.
+Replace demon Missile C assist with fully charged demon missile C, Firebrand is vulnerable a long time, however it would be terrifying with proper lock down tools.
+236C in the air has the same recovery as other spitfires, does not guard break.

Frank West
+Make drinking give him the equivalent of a 5 hit combos worth of experience toward leveling instead of a bonus for the pictures he takes. Still induces vomiting.
+Air Camera does not guard break.

Morrigan
-Shadowblade hit/block stun reduced very slightly.
-Reduce duration of Astral Vision by 25%.
+Air Shadowblade does not use her air dash, and does not force her to leave flight mode.
-Reduce base damage and thus meter gain of Soul Fist.

Phoenix Wright
+Make 236A into an assist, replace press the witness.
+Remove the chance to get non functional evidence, give all the 'bad evidence' effects even if they aren't as strong as the good evidence.
+All normals faster and slightly larger hitboxes.

Spencer
+ air A+S zips cancellable into one another in the air for better mobility.
+Health buff to 1,150.
+Air version of Bionic arm straight down similar to bionic bomber.

Strider
+Slight Increase base damage and thus meter gain across the board keep overall damage very similar to current level, but more meter gained while dealing it.
+Allow Formation B summon and release in the air.
+Allow Formation B release to cancel all specials.
+Legion gets hyper class durability, regular specials should not beat it for free.

Tron Bonne
I don't know enough about this character to say. However I think she needs buffs.

Vergil
-Spiral Swords split into 2 different hypers.
-Only 5C and air C eat projectiles.
-Reduce ground dash speed.
Swords 1: Hyper class projectile, eats all the stuff the current one eats, but has dramatically higher start up and recovery.
Swords 2: Low durability projectiles but has the current start up/recovery.
+Judgement cut Air Okay.

Viewtiful Joe
I don't know enough about this character to say. Very cautious to touch on him since he is already better than I understand.

Zero
-Reduce minimum damage scaling values on specials.
-Slightly decrease base damage to decrease meter gain.
-4 more frames of recovery on both ground and air Busters. Should still be fine for combos, but less strong in neutral.
+Remove the single command dash per jump cap.

Captain America
+Give an air special that moves him down forward with a hitbox.
+Reduce recovery on all normals slightly.

Rocket Raccoon:
While hovering Tails style give him a 6 button press option to fire his small gun.
Traps air okay
Traps don't disappear if hit.

MODOK:
Stackable cubes past 9 (make it a consistent multiplier, thusly giving MODOKS a real reason to do Cube combos)
Jamming Bomb can now be done in the air.
Change standing H, and replace with D/F+H.
Reset MODOKS air options after Air HBR
C.M jump cancellable.

Jill:
Level 3 Serum injection throw super. Causes character to fall out. Staying on screen in an OTG state for 20 Marvel seconds. (No assists can be called during this time.) New active character
comes on screen.

Iron Fist:
Dragon Fang is now a stand alone move, done in the air or ground.